#include "relay_teamcheck.qh" #ifdef SVQC void trigger_relay_teamcheck_use(entity this, entity actor, entity trigger) { if(actor.team) { if(this.spawnflags & RELAYTEAMCHECK_INVERT) { if(DIFF_TEAM(actor, this)) SUB_UseTargets(this, actor, trigger); } else { if(SAME_TEAM(actor, this)) SUB_UseTargets(this, actor, trigger); } } else { if(this.spawnflags & RELAYTEAMCHECK_NOTEAM) SUB_UseTargets(this, actor, trigger); } } void trigger_relay_teamcheck_reset(entity this) { this.team = this.team_saved; } spawnfunc(trigger_relay_teamcheck) { this.team_saved = this.team; IL_PUSH(g_saved_team, this); this.use = trigger_relay_teamcheck_use; this.reset = trigger_relay_teamcheck_reset; } #endif